Schism Devil
Fiend · Crown of Apostasy
T4d10Major
A tall, elegant figure in theologian's robes, split exactly down the middle - the left half pristine white, the right tarnished grey, with two faces joined at the nose, one serene and one anguished. Both mouths speak simultaneously, each saying something slightly different.
Tier 4 · Role Major · Pool Vigor 8 / Vitality 8 · AC 14 · ATK +7 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 20 | +5 | d10 |
| Sense | 20 | +5 | d10 |
| Heart | 18 | +4 | d8 |
| Cunning | 22 | +6 | d12 |
| Fate | 18 | +4 | d8 |
Passives
Spellcasting (heresy-litanies)
Its two mouths recite contradictory scripture at once, a profane litany of doubt that reaches any mind within earshot; left among the faithful it plants one heresy per conversation until the flock fractures.
Immune to Faith
Divine magic wielded in the name of any one faith deals only Vigor damage to it. Nondenominational prayer, arcane magic, and plain steel harm it in full.
Maneuvers
Theological Paradox
Poses a genuine, unanswerable question of one creature's own creed within 30 ft. Mind save (DC 17) or stunned 1 round. Clerics save at disadvantage.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
The Unanswerable Question
Both mouths pose one devastating paradox to every enemy within 30 ft. Each makes a Mind save (DC 17): on a failure it takes 4 damage and is stunned 1 round; on a success it takes 1 Vigor damage.
Reactions
Counterspell
When a divine spell targets it, it recites the contradicting scripture. The caster makes a Mind save (DC 17) or the spell fizzles and the caster takes 1 Vigor damage.
Tactics
GM tactics
The Schism Devil prefers words to claws. It uses Theological Paradox to stun the most devout party members and The Unanswerable Question to inflict lasting doubt. It only resorts to its claws when cornered. Its preferred weapon is the question that has no answer. It has destroyed more churches than any army.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 14+ (Cunning 22).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.